Meeting Engagement Rematch (Wars of Ozz)

As you saw in my last battle report, there was a game of Wars of Ozz between the Munchkins and the Gillikins. Chris’ Gillikins won 21-15. I wanted a rematch, and Chris Comeau agreed to one. We agreed to again use the meeting engagement scenario with random deployment zones as before. This post will show how this game went this time, mostly with pictures and a bit of narrative. It had a lot of excitement to be sure! We ended up playing in my cellar as opposed to the nice garage – as my wife was not feeling well and I wanted to be nearby in case she needed me.

As a side note, yes, this is a late post, but my wife Lynn and I had a subsequent unwanted medical “adventure” the day after this game – which I will describe at the end.

Back to the game – the forces were the same as last game. I did, however, end up drawing excellent characteristics for my two infantry regiments. The Zoraster’s Guard Infantry Regiment (ZGIR) was already the best musketry unit on the table – and I the “Well-Drilled” attribute which gained me an additional 2″ of range to both my long and short firing ranges. For Colonel Tik-Tok’s regiment – I got the “Impatient” characteristic which gave me first hit capability in melee. My Munchkin cavalry got the “Charismatic” attribute which only affects routing distance. My brigade commander drew the “Magical Protection” attribute which helps when your enemy has a witch nearby. My opponent was slightly less fortunate – as one of his two regiments drew the “Blind” attribute which hurt his marksmanship. His other infantry regiment drew a good attribute, “The Fortunate”, which allowed a reroll of a bad result during the game. His goat riders got “The Impetuous” attribute which improved their elan. I don’t remember his brigade commander’s attribute, but it was moderately positive. By the way, artillery batteries, allied units (like skeletons), and witches and wizards don’t get these bonuses.

The deployments were as shown below. The Munchkins are on the left and the Gillikins are on the right. I had my two Munchkin infantry regiments at opposite ends of the tabletop – one near my wizard and my medium battery – and one next to my cavalry. My opponent had a skeleton regiment screening one of his Gillikin infantry regiments on one end and his goat riders, medium battery, and the other infantry regiment on the other end.

The start – Munchkins to the left and Gillikins to the right.
Chris again used his skeletons to screen his Gillikin infantry. Here they advance with Arella the witch close by.
This time, I moved closer to the enemy. Here the ZGIR advances to engage the skeletons with musketry. Normally, skeletons are less vulnerable to musketry – lacking, well, organs.
The Gillikin Medium battery unlimbered and faced both the Munchkin cavalry and Colonel Tik-Tok. The “blind” Gillikin infantry shouldered their muskets in column and moved up quickly, with the goat riders to their left flank.
The Gillikin infantry moved up and into line formation, while the goat-riders went into column trying to close with the Munchkins quickly.
Meanwhile, I moved both the Munchkin Light Cavalry and Tik-Tok into line.

Then I decided to try to improve the ZGIR’s marksmanship with an “Uncanny Marksmanship” spell from Zoraster. This would raise my already strong marksmanship from a 7 to a 9 out of 10 hit probability at short range (on top of the increased range bonus)! As you may remember, a spell needs to roll under a spell level on a D10. Zoraster, with a level of 8, needed only to roll anything but an 8, 9, or 10. A 10 is a critical failure (which last game caused his head to explode). Sometimes a critical failure has a bizarre result that can be positive. In this game, I rolled a 10 no less than 7 times out of 12. With different dice!!!!

Luckily, this time the critical failure did not cause a head explosion, and I even got some good results. Below, I rolled my first of 7 critical failures (the zero) and got a 17 for the following result roll. This let the spell work, but lowered my spell rating to 7 for the remainder of the game. Which, when you roll 10, is largely irrelevant! In any case, my ZGIR was even more deadly – even to the point of negating the skeletons’ advantage versus my musketry.

A critical spell failure with a positive result – my best unit now hit 80% of the time (70% versus skeletons).
My Munchkin cavalry attempts to hit the Gillikin cavalry on the flank – exposing their flank to the Gillikin “blind” infantry and the Gillikin battery. They get only one hit and disorganize the goat riders.
Overview of battle at this point. The Munchkin Medium Battery aims to take out the Gillikin battery. You can see the other two fights here as well.
The Gillikin cavalry reacts and turns to face the Munchkin cavalry, which shortly after this got hit by both flanking infantry “blind” fire and in the rear from the Gillikin artillery. Not good for me.
After firing, the Gillikin infantry then tried to hit the Munchkin cavalry in the flank – and they moved away to the left to escape the trap before it could close – however now the enemy medium battery had another flank shot – which succeeded in routing the Munchkin pony riders for the second game in a row. This left Tik-Tok alone on this end of the tabletop facing three enemy units (but in a ray of sunshine as an omen perhaps?).
Flanking fire hitting the cav…
…and Munchkin cavalry routs yet again…
Meanwhile, the ZGIR was doing massive damage to the skeletons with musket fire.
In response, Arella the Witch successfully cast a “Raise the Dead” spell and raised a new and separate base of skeletons (from the casualty pile) to engage the Munchkin Medium Battery before it could hurt their own battery.
Undeterred, the ZGIR continued to pour lead down range and routed the skeletons through the close-following Gillikins, disorganizing them.
An overview of the battle at this point. The new skeleton base damaged the Munchkin battery, but it was also wiped out in the melee attempt. Arella then hit the battery with successive fireballs, and the Gillikin battery also pivoted and hit the enemy battery. Shortly thereafter, the Munchkin Battery would be wiped out. Shown here routing away are the both the Munchkin cavalry and the skeletons on opposite ends of the tabletop.

At this point in the game, I was down to my two infantry regiments, plus my wizard. The Gillikins had two infantry regiments, plus a medium battery, a damaged goat-rider regiment, and a witch.

Then, the Gillikin infantry tried to engage the ZGIR in a firefight. The ZGIR sent the Gillikins high-tailing after the already routed skeletons. Both Gillikin units would then would leave the game for safer places. Then Arella moved in to throw a fireball at the ZGIR from the rear. The Munchkins activated and performed an about face. Arella then activated and threw her fireball and missed. The ZGIR returned fire and took her out with one volley.
Arella right before her demise. Zoraster tried to throw a “Poor Luck” spell on her and – yes – rolled a 10. However, this critical failure resulted in a the gaining of a new one-base unit for the Munchkins – a giant bear! The bear immediately turned towards the beleaguered Tik-Tok regiment which was holding but getting surrounded.
Colonel Tik-Tok’s regiment with Gillikin Infantry to the front and badly damaged goat riders to the rear. The bear would aim to engage the goat riders.
The bear is coming to the rescue, oh my!

This move took the pressure off of Tik-Tok. The Gillikin cavalry was in no shape to close with the bear, but decided that that was better than being hit in the rear and routed. In the end, the bear base did its job before being eliminated, but the Gillikin Goat Riders routed nonetheless – having had enough for the day. The two infantry regiments got into melee with Tik-Tik getting the better of the exchange (being “Impatient” and getting the first hits in help a lot too). The Gillikin infantry now routed as well. This left only the Gillikin Medium Battery on the battlefield facing the two Munchkin infantry regiments – which closed in on it.

Rout the “‘blind” Gillikins! Tik-Tok holds!
An overview of the battle at this point – all Gillikins are routing away except the battery – which has two Munchkin Infantry regiments on each side of it – and bent on revenge.

In the end, it was the ZGIR which wiped out and overran the Gillikin battery, and won the game 21-18.

The Gillikin battery is wiped out and overran.

It was a good game – and I feel I was lucky to pull out the victory. Certainly the magic critical failures had us both laughing. I will be running two games similar to this at HAVOC in late March/early April.

As for our adventure, I had travelled to Shrewsbury (45 minutes away) for a 7 AM car service – while Lynn got a 10 AM doctor’s appointment at UMASS (40 minutes away) to see why she was having shooting pains in her back. My car took a while. Around 11 AM she texted me that the doctor ordered a “blood clot test” for her as that was a worry for her lungs. By the way, I hate texting but the lab was too crowded for her to speak clearly with me at that point. With my knowledge and background, I texted to ask what the name of the test was (she was unsure) and to ask/tell her not to leave the hospital until she got her results. Unfortunately, when Lynn asked the phlebotomist how long the results would take, and was told maybe an hour, maybe a day. I knew that a potential blood clot in the lung was a STAT situation, and that likely the test was a d-dimer (which I have had myself). In any case, she left and drove home – as I did and we arrived at home about 5 minutes apart around 1 PM.

Within 5 more minutes, she got both an email and a call to go to the ER as the d-dimer test was elevated. So we drove together to UMASS Memorial in Worcester, arriving at 1:51 PM in the waiting room or the ER. It was SWAMPED. We did not get into the medical area of the ER and a bed for her until after 6 PM. We waited for a CAT scan until 11:30 PM, and then a read. It was not sure if she was going to be admitted or not but the diagnosis was pneumonia. At this time they started IV antibiotics – BUT as I recently had had a bad sinus infection I was on and needed to take my own antibiotic dose (which was of course at home). So I left her, drove home, got my own pills, then got a call from Lynn that she was being discharged. I then drove back to Worcester, got her, got her late night McDonald’s (she had not eaten since the morning). We got home about 3:30 AM, at which point I’d been up for nearly 24 hours.

So, good news, she’s already better! Not a fun story, but one I’m glad worked out.

Anyways, I hope you liked the battle report – I should have a couple more posts for you this week on a couple other playtests and some jungle terrain that I built for a Maya convention game.

Meeting Engagement – Munchkins vs. Gillikins (Wars of Ozz)

Last Saturday (January 14th) I was lucky to be able to have a game of Wars of Ozz with my friend Chris Comeau. We had each built brigades for the game – I had a Munchkin brigade of 27 points, and Chris had a Gillikin Brigade of 27 points. It was my first Ozz game outside of a convention, and it was Chris’ first ever. We decided to use the “Meeting Engagement” scenario on page 93 (section 6.1.4) with no terrain so that we could focus on playing the game and familiarizing ourselves with the rules. As I said, I have played several Ozz games with others who are more familiar with the rules, but I thought we could get more out of a simple set up. We had hoped to play in the new garage, but a nasty coating of ice on the stairs outside forced us into my cellar.

For scoring, each infantry or cavalry base lost would count as a point for the opposition, as would each artillery or individual figure taken out.

I will attempt here to provide a “cinematic” account of a pretty cool game – pictures do it best – though my cellar’s lighting was not optimal. Click on the pictures for a better view.

The Order of Battle

Chris’ Gillikin Brigade consisted of 5 units, 1 individual (Arella), and a Brigade Commander:

  1. Arella the Witch (individual figure) – 3 points
  2. Gillikin Brigade Commander (free)
  3. Less-Well Trained Gillikin Infantry Regiment – 4 points
  4. Less-Well Trained Gillikin Infantry Regiment – 4 points
  5. Gillikin Medium Artillery Battery – 5 points
  6. Gillikin Cavalry Riding Goats – 6 points
  7. Skeleton Infantry Regiment – 5 points

Mark’s Munchkin Brigade consisted of 4 units, 1 individual (Zoraster), and a Brigade Commander (Munchkin Mayor):

  1. Zoraster the Wizard – 3 points
  2. Munchkin Brigade Commander (Munchkin Mayor) – free
  3. Zoraster’s Guard Infantry Regiment – 8 points
  4. Colonel Tik-Tok’s Infantry Regiment – 6 points
  5. Munchkin Light Cavalry Regiment – 5 points
  6. Munchkin Medium Artillery Battery – 5 points

The deployment instructions call for each side to roll a die for each unit and individual, with the Brigade Commanders being placed in any desired zone. These units and individuals are then deployed on each side of the tabletop in six 10-inch deployment zones. The zones are centered on the middle of the tabletop, and no more than two units can be deployed in each zone (if you roll a number a thirds time you re-roll). We elected to have all of my units deploy first, then Chris’, but we could have also alternated our units. The results are seen below.

The initial deployment.

Both of our cavalry units by chance ended up on the far end of the tabletop. Munchkins are great marksmen, but not so great in melee – and they move somewhat slowly (short legs!). So, I decided to try to organize my forces around my firepower, but realigning my troops took a few turns as my two infantry regiments were in line and next to each other. Of course, there was no defensible terrain.

Chris decided to close on my positions while I reorganized.

This is the north end of the tabletop. On the left, one of Chris’ Gillikin Regiments moves up – it had luckily received a “Swift” characteristic at the game start – so it moved fast and Chris had them in column which gave them additional movement versus being in line. He moved up his medium battery to extreme range. His Skeleton Regiment moved up in front of his second Gillikin Infantry Regiment, which had his witch, Arella, close and behind the skeletons.
Meanwhile, I tried to align my forces on the north end to maximize firepower. My wizard, Zoraster, was on the far southern end with my light cavalry. This realignment went slowly.
The swiftly advancing Gillikin Infantry Regiment went straight for my artillery battery, while in the background, his battery prepared to fire at long range. I was not too concerned as at long range he needed to roll a “1” on each of his 5 D10 shots to hit me. My ease was misplaced as you’ll see.
Full view of initial movements.
The Gillikins charged my gun, but failed to have enough movement. This left them out of breath and disordered at close range. My gun was at this point however aimed at the Gillikin battery, but the prospect of disordered enemy infantry in column right in front of me was too tempting.
I rotated the battery and fired at the Gillikin infantry, immediately destroying one of its five bases (each base takes 4 hits before being destroyed). The Regimental Commander does not count as a combat base. That action only pushed them back and kept them disorganized.
I subsequently activated again, and this fire at the Gillikin infantry exacted three hits on another base.

On the southern end of the tabletop, a cavalry battle ensued. Chris similarly moved up his cavalry, while I kept mine ready to screen and engage with their carbines. I was able to fire at his approaching goat-riders, and that disrupted that effort.

My cavalry carbines disrupt the Gillikin goat-riders attack.


A mid-battle tabletop view. My forces are consolidating – if slowly. So far, I am holding my own.

Then, the Gillikins managed to reform their cavalry and with a good activation roll were able to charge my cavalry – my reaction test was to countercharge at reduced efficiency. The Gillikins lost another base, and damaged mine slightly, but as I was near the tabletop edge, I was in danger of having them eliminated. The Gillikins managed to hold it together, reform again on yet another activation, and hit my now-disorganized cavalry, routing them. They had one chance left to rally, but that would depend on the activation sequence of the dice. I had Zoraster nearby, and one of his spells was an automatic rally – I just needed him to act before the Gillikin goat riders hit the fleeing Munchkin cavalry…

That did not happen in time. The Gillikin cavalry hit the Munchkins, and my cavalry ran away and headed for greener and safer pastures. This left my right flank open to a weakened but still deployed Gillikin cavalry – that Chris kept at a safe distance from any of my remaining musketry for most of the rest of the game.

My cavalry is pushed back to the tabletop end.
The Munchkin Light Cavalry is routed – one chance to reform. Then the Gillikins drove them away.
The Gillikin cavalry is on the right. Zoraster, having been denied the chance to rally the Munchkin cavalry, moved to the safety of the rear of his remaining infantry and the medium battery.
I managed to get the infantry regiments in adjoining line formation facing the approaching skeletons. Unfortunately, Chris’ medium battery began hitting my battery, taking out one of its 5 bases (on left).

Seeing this, Chris reformed his infantry that had previously taken damage from my battery. Chris kept up his attacks with his medium battery – and despite being at long range, took out another two bases – leaving my battery nearly wiped out (2 out of 5 figures left). My medium battery gunners routed, abandoning the gun. The Gillikins sensed victory, and advanced, hoping to spike the gun and gain another victory point. They made it to the very front of the battery base.

The Munchkin gunners rout, abandoning the gun.

This time luck went on my side. Zoraster successfully threw a rally spell and the gunners were able to reman the gun and fire at point-blank range at the Gillikin infantry, sending them skedaddling!

Before the rally, the Gillikins hope to spike the gun…
…but the Munchkins rally, reman the gun, and drive off the Gillikins, who would flee the battlefield for good.

Then, unfortunately for me, the Gillikin Medium battery finished off my Medium battery with another hit.

Munchkin Medium Battery, RIP. Only the gun remains – while the Gillikin Infantry that it had dispatched run away.

I was down to two infantry regiments, plus a brigade commander and Zoraster. Zoraster successfully cast an “Uncanny Marksmanship” spell on Colonel Tik-Tok’s Infantry Regiment – which made their fire more effective against the advancing skeletons. Eventually, the skellies routed and disordered through the Gillikin Infantry Regiment following behind them.

After multiple musket volleys, Colonel Tik-Tok’s Infantry routs the skeletons.

Chris then moved Arella around and threw three fireballs at Zoraster’s Guard Infantry Regiment’s flank, finally inflicting two casualties on one base (the first two shots failed). Zoraster, with a “Heal” spell, then attempted to recover these losses.

Zoraster moves behind Zoraster’s Guard Infantry Regiment to try to cast a “Heal” spell.

On a D10, he needed a 7. He rolled a 10, which is a “catastrophic spell failure” 8 or 9 just fail). Then I needed to roll a D20 on the “Spell Failure” for the catastrophic failure (i.e. rolling a 10). I rolled a 14, with the result :

“The spell fails but a friendly unit of woodland creatures joins the player’s army at the beginning of the next turn”.

Page 109, Wars of Ozz Spell Failure table

I had no idea how to adjudicate this – and I phoned Chris Palmer – who also had no idea if it was a joke result or not. In any case, as I had no stats for any such unit, we treated the failure as benign.

But Huzzah! I got another activation, to try the same action again! Good!!

ARGH!!! I rolled ANOTHER 10!!! Catastrophic failure #2 in a row!!!

Rolling on the “Spell Failure Chart”, I rolled a 20…the worst possible result..which said:

“Catastrophic failure: The spell-caster’s head explodes into a cloud of straw, bran, pins, and needles, killing him or her instantly. Remove the model from play.”

Page 109, Wars of Ozz Spell Failure table

Well, THAT was unfortunate!

The death of Zoraster.

The remaining Gillikin Infantry then charged into Colonel Tik-Tok’s Infantry Regiment in melee. After a couple of rounds, the casualties mounted on both sides. However, the Munchkins ended up taking too many casualties (including the now-attached Brigade Commander) and were wiped out. This left me with just Zoraster’s Guard Infantry, which tried to turn and avenge Tik-Tok’s loss.

Zoraster’s Guard Infantry (not well-named as now Zoraster was dead) tries to turn and hit the Gillikin Infantry.

It was not to be. Arella successfully hit the last regiment with another fireball in its rear and the resting goat riders finally made their move and charged into the rear of the regiment. This wiped out my last unit.

The games end – with my last regiment (Zoraster’s Guard Infantry) being driven down by goat riders.

Wow, what a game. It had more than a few twists and turns. In the end the score was 21-15, so the Gillikins were not unscathed. Still, it was a Gillikin victory over the Munchkins – nice job Chris! Hopefully we can throw down again soon and we can each get another brigade done too.


After the game, I decided to take Dave Stone’s suggestion and add some blood to the wells of the artillery sabot bases for both the Munchkins (shown here in this game) as well as my Winkie Light Battery. The Citadel “Blood for the Blood God” paint did serve this purpose.

Munchkin Medium Battery with painted wells.
Winkie Light Battery with wells on sabot base painted for blood.

I hope you found this battle report fun!

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